People chose familiarity first.
I am baffled by the fact that Grimrail Depot even was in the poll... People that actually did that dungeon would never... Just proves that players shouldn't be able to make decisions, because it feels like that poll was staged by people who hate M+.If any dungeon designers are reading this: Tight spaces and time-gated RP ALWAYS feels bad. There's no challenge, just horrible player experience. (Talking about m+ PoV)
Grimrail Depot is a great dungeon, you´re on a moving train, that´s awesome.But for m+ it is just horrible.
The worst part about grimrail being picked is that we have to endure the whining about it under every thread related to m+ now for all of season 4.
What I find funny is how Upper Kara isn't even that bad if you even have remote familiarity with the mechanics, its just got a PUG-killer in the form of Medivh which will delete groups who don't have a proper understanding of that fight
How could anyone be geared enough for that level, already?
Here's the reason "IMO" why Grimrail is at the near top on the list.At 15ish or under 20, both Kara, ID and GD are around the same level. But it's the boss fights that get a LOT worst as you keep going higher due to scaling. It's either multiple phases, debuff dots or absorb shields (or a combo in some fights!) that makes it a LOT worse to deal with.Grimrail bosses are pretty straight forward with just hp/dmg numbers scaling up with key level and if you do the mechanics (avoid ground damage), there's not much else to worry about.Iron Docks have multiple bosses with shield mechanic, and second boss (council of three) has the shield that absorb damage and heal back the boss. No matter how careful you are, "some" damage still hit the boss and makes the fight longer. Third boss has a pinning the DPS mechanic where you have to damage the boss (5% hp now) ASAP and if opens the cage with dog adds, who don't have aggro table, then its another distraction and more healing required to the whole group. Last boss is multi phase fight and as the key lvl goes higher, the phases start taking longer hence more knock backs means fight goes even longer.We all know by now about Kara boss mechanics how terrible some are to begin with and how they further increase the difficulty with key level scaling. Bigger shield on Maiden AND the damage from DoT that you need to break your stun, Moroes' DoT (also multi adds fight), Huntsman another multi phase fight and same goes for Opera. In Upper, first boss isn't too bad if people stop standing in puddles and kill orbs quickly. Medivh is another multi phase fight with DoTs that of course gets worse as the key level goes up and phase three of last boss on third plateform becomes a nightmare if fight goes longer.Mecha Workshop can also scale badly, specially the second boss in the garden where fight gets a LOT messier near the end. Last boss with all those DoTs and high AoE damage WHILE everyone has to keep moving away from magnets as usual gets more difficult with higher key level.And then we come to Mecha Junkyard...... Grab Shock Bots and DO NOT DIE. Get your free key done at around 5 level higher than other dungeons! 😃😃
There might be some small tuning issues here and there but the main problem with new (old) dungeons is that most people are completely unaware of mechanics. In a couple of weeks when they play them more and get a sense of timers and things like that they will feel much better.
Interesting article. Although, I think the Kara bosses clap and the trash is fairly easy, so will be interesting to see how it shakes out on fortified + the nerfs in play. Moroes bulldozing newb tanks in half a second has been some of my favorite moments of the season XD
Junkyard does not feel undertunned. It feels the same as it has always been. Workshop is the same as it has always been once you got the gear. You know the tactics, it is a walk in the park. Karazhan is a mixed bag. In the Upper you have Shade and arguably Mana Devourer. Arguably because mana devourer instantly kills you if you let him reach 100 energy which is, technically speaking, "if you dont do this it is a wipe" but at the same time you have time to fix it if you start taking all the orbs as you should before he gets to 100 energy. The Curator is annoying at best, meele because they have to play at the maximum range of their meele range, and range because....well, constant movement. The last boss is a walk in the park, really. you just have to avoid the blast to not be pushed off. In Lower you have Opera with a mix of mechanics to follow, lots of "do this or die instantly". Moroes and Maiden are just a dps race. Kill Moroes before garrote does unhealable damage. Burst Maiden's bubble before it wipes you. Attumen is easy, assuming the dispeller does not kill you. GD, on the other hand. The last boss is a nightmare on tyrannical mostly because the healer has to actuallly be good and do constant healing. It is not a boss you want to bring someone to learn how to heal. ID. I dont know what to say about it. Aside of needing a purger in your group, for the first boss, I can't think of anything that can be mandatory or annoying in this dungeon.
Week one of the season and people are already timing 25-27s. I understand junkyard is a cakewalk compared to some other dungeons, but seriously what are people complaining about. Between pugs not knowing mechanics/routes yet and considering everyone will be 20 ilvl higher once they get gear from this season I estimate we will see the highest keys ever timed during this season.